In this series of tutorials you will learn how to create a finished environment for Blender's Game Engine. The main focus of the series will be texturing and lighting, with the use of some custom 2d filters to enhance the result.

Day 1 dealt primarily with sculpting the model, and since we want to start with texturing as soon as possible, we used the sculpt mode in Blender to quickly create the shape with the clay brush, and added the main details we will use for the environment's textures with the layer brush.

Now, in Day 2, while following the premise of skipping as much of the modeling work as we can, we will create a low-poly mesh by basing it off a lower multires level of the sculpted model, and then applying a decimate modifier to it. We will then use this low-poly mesh to bake a tangent space normal map and an approximate ambient occlusion map.

Before starting you should gather all the reference you can. I've ended up editing out from the screencast the part where I show the images I've used for reference because I've followed them quite loosely. However, you can see a composite of some of them here. I've also made a test sculpt before starting the real one that can be seen here.